local L0_1, L1_1, L2_1, L3_1, L4_1 L0_1 = {} L1_1 = require L2_1 = "Actor/Npc/NPCEventType" L1_1 = L1_1(L2_1) L2_1 = require L3_1 = "Actor/Npc/NpcMode/NpcModeType" L2_1 = L2_1(L3_1) L3_1 = L1_1.DailyNpcEventType function L4_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.RegisterMode L3_2 = L2_1.MODE_HIDE L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.RegisterMode L3_2 = L2_1.MODE_BANDAILY L1_2(L2_2, L3_2) end L0_1.Register = L4_1 function L4_1(A0_2, A1_2) local L2_2, L3_2 if A1_2 == 361 or A1_2 == 141 then L3_2 = A0_2 L2_2 = A0_2.RecoverFromFreeStyle L2_2(L3_2) end end L0_1.InvokeOnResetFreeStyle = L4_1 function L4_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.evtType L3_2 = L3_1.STARTDAILY if L2_2 == L3_2 then L3_2 = A1_2 L2_2 = A1_2.StartDaily L2_2(L3_2) else L2_2 = A0_2.evtType L3_2 = L3_1.HIDESELF if L2_2 == L3_2 then L3_2 = A1_2 L2_2 = A1_2.SwitchMode L4_2 = L2_1.MODE_HIDE L2_2(L3_2, L4_2) else L2_2 = A0_2.evtType L3_2 = L3_1.BANDAILY if L2_2 == L3_2 then L3_2 = A1_2 L2_2 = A1_2.SwitchMode L4_2 = L2_1.MODE_BANDAILY L2_2(L3_2, L4_2) end end end end L0_1.OnEvent = L4_1 function L4_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L2_2 = A1_2.OnAction if L2_2 == 1 then return end L2_2 = A0_2.isSprint if not L2_2 then L2_2 = A0_2.isRun if not L2_2 then goto lbl_74 end end L2_2 = A0_2.isFromBack if L2_2 then A1_2.OnAction = 1 L2_2 = actorUtils L2_2 = L2_2.GetAvatarPos L2_2 = L2_2() L4_2 = A1_2 L3_2 = A1_2.GetPos L3_2 = L3_2(L4_2) L4_2 = {} L5_2 = L3_2.x L6_2 = L2_2.x L5_2 = L5_2 - L6_2 L4_2.x = L5_2 L5_2 = L3_2.y L4_2.y = L5_2 L5_2 = L2_2.y L5_2 = -L5_2 L6_2 = L3_2.z L7_2 = L2_2.z L6_2 = L6_2 - L7_2 L4_2.z = L6_2 L4_2[1] = L5_2 L6_2 = A1_2 L5_2 = A1_2.Standby L5_2(L6_2) L6_2 = A1_2 L5_2 = A1_2.TurnTo L7_2 = L4_2 L5_2(L6_2, L7_2) L6_2 = A1_2 L5_2 = A1_2.DoFreeStyleTask L7_2 = 9010 L8_2 = true L9_2 = A1_2.RecoverFromCollisionEnter L5_2(L6_2, L7_2, L8_2, L9_2) else A1_2.OnAction = 1 L2_2 = actorUtils L2_2 = L2_2.GetAvatarPos L2_2 = L2_2() L4_2 = A1_2 L3_2 = A1_2.GetPos L3_2 = L3_2(L4_2) L4_2 = {} L5_2 = L2_2.x L6_2 = L3_2.x L5_2 = L5_2 - L6_2 L4_2.x = L5_2 L5_2 = L2_2.y L6_2 = L3_2.y L5_2 = L5_2 - L6_2 L4_2.y = L5_2 L5_2 = L2_2.z L6_2 = L3_2.z L5_2 = L5_2 - L6_2 L4_2.z = L5_2 L6_2 = A1_2 L5_2 = A1_2.Standby L5_2(L6_2) L6_2 = A1_2 L5_2 = A1_2.TurnTo L7_2 = L4_2 L5_2(L6_2, L7_2) L6_2 = A1_2 L5_2 = A1_2.DoFreeStyleTask L7_2 = 9020 L8_2 = true L9_2 = A1_2.RecoverFromCollisionEnter L5_2(L6_2, L7_2, L8_2, L9_2) end ::lbl_74:: end L0_1.OnCollisionEnter = L4_1 return L0_1